Hardware accelerated rendering

Graphics rendering can generally be thought of as the process of turning some data into a visual representation of the data.

A little bit of history
Early computer graphics applications like [https://en.wikipedia.org/wiki/Spacewar! Spacewar! (1962)], Sketchpad (1963) and Pong (1972) used vector graphics and rendered them to CRT displays. The computers driving the displays would continuously execute a set of drawing instructions which would steer the beam of the cathode-ray tube.[citation needed] [is it?] [Explain why we need raster graphics].

[Explain bitmaps]. [Explain framebuffers]. The advent of high-density semiconductor-based memory enabled the development of SuperPaint (1972/1973), a program capable of video editing and computer animation.

[Mention early fixed-pipeline hardware in consoles, arcade machines and computer expansion cards].

[Mention early re-programmable pipelines in graphics hardware].

[Beginnings of OpenGL].

[Problems with OpenGL].

[Vulkan].

[DirectX and Metal need to fit in here somewhere, too].

[Maybe also WebGPU].